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Changes for the New Year
I will no longer be releasing my content pack to the public or for single player use. Baldur's Gate has now taken some of my 100% custom content that was not based on pen and paper and added it despite me asking them not to. I'm deeply disturbed by their staff's continued actions and frankly with some of the player base of that server that is also on other servers with my content that has no trouble with their actions.
This change means that new content will not be available on the nwn2 builder site or on my personal site or released to the public (nwvault, nwn nexus).
A few of the incidents can be read about at these links: Link , Link , and Link
These are quotes from Rasael, the developer on BG responsible for this:
We certainly don't intend to copy your designs, not soley because you don't want us to but also because it simply wouldn't work for our hobby here.
Your designs are meant for generic settings with a higher base powerlevel. Our designs are meant for a low power environment in the Sword Coast region of Faerun. Those two don't match, meaning that inspiration is the most a design proposal from your pack can ever be.
If you really don't want it to happen put a big notice about that on the design page that others may not reproduce (e.a. copy) it and don't make it publically available.
This is a summation of what I tried to tell Luna in the BG thread linked above:
I left the server in the past with no ill will to the server, just a disagreement with how things were done. I'm 100% ok with the server changing anything/everything that is in the 1.41.4 update. I do NOT want anything after 1.41.4 to be used by the server. It's that simple.
and Luna's (the server admin) response:
I'm not going to enforce this. Neither will TheVoid or Maecius.
v1.42.1 is publicly posted on nwn2 vault.
If any player or developer wants to look at, talk about, or use the content of that version, I don't see any reason to stop them. Your work is sitting out there in the public domain for public usage.
Yet Rasael recently stated the following in response to an announcement that I'll be stopping public work:
Secondly, Baldurs Gate has never made use of any idea not publicized on the internet by its author without his permission.
Then on December 31st they posted a server update ( Link ) that includes 7 of my 100% custom, not based on pnp in any way, feats.
So the only way for me to actually stop them from continuing to take content against my permission is to stop doing public content. That means single players and the NWN2DB builder will no longer be getting my updates.
It's been a long, eventful five and a half years and I'd like to thank the community for their support on this project while it lasted. It's been a great experience. You can find the latest descriptions of my content at Link in the Library after selecting Kaedrin's Class Pack as the game version.
This file is the single player version of release 1.42.1 which will work with the Official Campaign, Mask of the Betrayer, and Storm of Zehir. This *requires* MotB and SoZ. Please clear out the old version of my stuff as this version has a MAJOR restructure!!!
Hello! I was wondering what kind of modifications i could do so that the companions were allowed multiclassing. I know some other mods do this, but i am not sure what is and isn't compatible.
Posted by Bull at 2012-10-1808:53:50
First off your pack looks great. From what i have read it is well loved by the community. I myself don't use your classes, but I am interested in some of your spells, particularly the weapon of energy spell. For some reason though i cant get it to work. All it does is add 1d6 physical damage to a weapon and not any elemental damage. Here's what i have done: 1. I copied over the cmi_s0_energywpn.nss .ncs to override in my docs. 2. Coppied cmi_ginc_spells.nss x0_i0_spells.nss to verrride folder in my docs. 3. Copied over the Weapon_Energy, Weapon_Energy_F/A/C/E lines to my spells.2da file and made sure the SubRadSpell1-4 correspdoned with Weapon_Energy as well as made sure the F/A/C/E lines had Weapon_Energy set as thier Master. 4. dialog.tlk was updated to show the new spells. There is only one spells.2da file i have in my override folder and its my own, that i add on to, depending on what modules I'm playing or if i decide to add something new. There are no conflicts whatsover, again i add lines from others 2da's to my own so that nothing conflicts. I noticed that there are no .ncs to either cmi_ginc_spells.nss x0_i0_spells.nss. IS this suppose to be correct? Also opening up the weapon of energy script i noticed that it says to include the x2_inc_spellhook. I downloaded all your files on the vault and do noot see it. The few other spells I used from your own all work except for the weapon of energy spell. Any help would be great. thanks. I would have posted thison your forums, but i never recieved my email to activate my account so will need towait another day to try again a per your forums rules.
Posted by MooseChangerPat at 2012-10-1019:49:25
I'm a really big fan of this particular hakpak, but I'm also a fan of being able to craft things in my NWN2 games. For some reason whenever I have this in my override section, my game crashes the second I attempt to craft anything. This seems to occur ONLY when I have this hakpak installed. Is there a way for me to be able to play with both this hakpak, and being able to craft items, without my game crashing? Are there any other people who are having this problem?
Posted by xLegionx at on10/07/12
Is there any chance you could be adding the dread necromancer into your pack along with fixing some of it's ill effects? That would be freaking awesome!! :) _________________________ From darkness we came and to darkness we shall all return. None shall escape my wrath when I rule this plane and all within!!!
Posted by Lord at 2012-09-1609:53:03
I don't think the Elemental Archer's Elemental Shot works as expected. Elemental damage bonus applies with any weapon. I think the problem is that it is a persistent feat that fires a spell whenever the spell would be removed, so it is applied when you rest with a ranged weapon equipped, for example, but not afterwards when you switch weapons. As far as I know, the IsElementalArcherStateValid() would have to be checked in a script bound to OnPlayerEquipItem module event, but that would require support from module developers.
Posted by fredamora at 11:31:24 Voted10.00
Figured. It's from Wicked Magic mod, its Scrying and Shadow Walk spells don't work. Any chance you'd work on whatever that increases spell DC? Could be class or feat. The Weave Master looks nice and fits the bill by the way.
Posted by Kaedrin at 2012-08-2617:02:38
Scrying is not one of my spells. I'll take a look at the companion AI thing for an update I'm releasing the middle of this week (assuming the hurricane doesn't get me). _________________________ My Website
Posted by fredamora at 12:18:36 Voted10.00
Is the spell Scrying part of this mod? I'm having CTD with that spell. It's hard to distinguish when you have a merger pack, it's either Wicked Magic or the 1.41.3 version of this.
Posted by fredamora at 20:27:41 Voted10.00
Nevermind. Just to answer my question for others who don't know, you can edit the NSS with the toolset, remove the if-condition for the DC, and compile to create the NCS. I think that did the trick for me. I find it overpowering though so I'm having second thoughts.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone